Oolite Bulletins

For information and discussion about Oolite.
It is currently Sun Nov 19, 2017 7:41 pm

All times are UTC




Post new topic  Reply to topic  [ 35 posts ]  Go to page Previous 1 2 3 Next
Author Message
PostPosted: Sat Dec 08, 2012 11:13 pm 
Offline
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
User avatar

Joined: Sat Jul 04, 2009 9:31 pm
Posts: 12918
Location: Corke's Drift
Cheyd - the nav buoys rotate/tumble nicely - how do I make the hermit buoys rotate too?

_________________
The only good fnord is a dead fnord!


Top
   
PostPosted: Sun Dec 09, 2012 12:36 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Tue Dec 16, 2008 2:52 pm
Posts: 923
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...
Wait for me to publish 1.1 in the next few days when I get over my busy schedule and take the time to zip and upload. :P You'll also get a nice AI for it that will have it pilot itself back to it's proper position if it gets bumped too far out of place.

_________________
Find my OXP's at:
Deep Horizon Industries - Your Planet Our Design


Top
   
PostPosted: Sun Dec 09, 2012 12:42 am 
Offline
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
User avatar

Joined: Sat Jul 04, 2009 9:31 pm
Posts: 12918
Location: Corke's Drift
Cool!
Quote:
... pilot itself back to it's proper position if it gets bumped too far out of place.
I've had some fun nudging them around with my ship, I must admit!

_________________
The only good fnord is a dead fnord!


Top
   
PostPosted: Sun Dec 09, 2012 5:11 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Tue Dec 16, 2008 2:52 pm
Posts: 923
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...
Okay, I uploaded the updated version. Enjoy!

_________________
Find my OXP's at:
Deep Horizon Industries - Your Planet Our Design


Top
   
PostPosted: Sun Dec 09, 2012 7:07 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2469
Location: Finland
The buoy is as beautiful as before, but the new version seems to be spinning quite fast and changing spin directions quite randomly. Makes me feel a bit dizzy. Is it just me?


Top
   
PostPosted: Sun Dec 09, 2012 7:11 pm 
Offline
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
User avatar

Joined: Sat Jul 04, 2009 9:31 pm
Posts: 12918
Location: Corke's Drift
I changed the tumble speed from 2 to 1 thus:
Code:
max_flight_pitch = 1;
max_flight_roll = 1;
As with many things, I reckon slower rotation looks better.

_________________
The only good fnord is a dead fnord!


Top
   
PostPosted: Sun Dec 09, 2012 7:20 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2469
Location: Finland
Quote:
I changed the tumble speed from 2 to 1 thus:
Code:
max_flight_pitch = 1;
max_flight_roll = 1;
As with many things, I reckon slower rotation looks better.
That helped a lot. Is there an easy way to stop that random (?) direction changing? I find it a bit weird.


Top
   
PostPosted: Sun Dec 09, 2012 7:25 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Tue Dec 16, 2008 2:52 pm
Posts: 923
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...
I couldn't get it to tumble after flying back it's origin point, so I cheated and just told the AI to re-tumble every 5 seconds when idle. It worked, but the side effect is what you see now. Personally, I kinda liked it, as it gave the impression it was actually tracking ships, doing work, etc. If someone wants to tell me how to make it resume tumbling after reaching it's origin point, I'll happily update and republish as v1.0.2.

If you want to kill the random tumbling, change line 11 of the AI from:
Code:
UPDATE = ("sendScriptMessage: checkPosition",performTumble,"pauseAI: 5.0");
to:
Code:
UPDATE = ("sendScriptMessage: checkPosition","pauseAI: 5.0");
Should work.

_________________
Find my OXP's at:
Deep Horizon Industries - Your Planet Our Design


Top
   
PostPosted: Sun Dec 09, 2012 8:17 pm 
Offline
Thargoid
Thargoid
User avatar

Joined: Thu Jun 12, 2008 6:55 pm
Posts: 5510
Have a second isolated state in your AI which just performTumble's on enter and then jumps back to the normal state. Then use the buoy's script to change the AI state to the second state when you reposition it back to its original one.

_________________
My OXPs via Boxspace or from my Wiki pages :D.

Thargoid TV
Dropbox Referral Link


Top
   
PostPosted: Wed Jan 08, 2014 1:59 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2469
Location: Finland
While poking around the game and making things around me more consistent I stumbled upon this one and wondered, why does is not change the buoys of other oxps. A quick look around the shipdata reveals that it does not actually replace (as replacement ship packs do) the buoy, but it nullifies the roles of the original buoys and adds itself through a role. The result is that oxps that like_ship buoy use the core buoy.

So... Is there some reason that the shipdata of DH Buoy is written in such a way that is does not replace the buoys the way replacement ship packs do? Would something break? If not, then I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.


Top
   
PostPosted: Fri Jan 10, 2014 7:05 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Mon Apr 06, 2009 12:20 pm
Posts: 6241
Location: Aboard the Pitviper S.E. "Blackwidow"
Quote:
I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.
See also my suggestion that the DHI Navigation Buoy be adopted as the default buoy in 1.79, so as to complement the core Griff ships.. Cmd. Cheyd has already indicated that he'd be honoured to have it so used, if the community agreed..

_________________
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied


Top
   
PostPosted: Fri Jan 10, 2014 2:27 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Tue Sep 22, 2009 11:07 am
Posts: 2988
Location: Enfield, Middlesex
Quote:
Quote:
I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.
See also my suggestion that the DHI Navigation Buoy be adopted as the default buoy in 1.79, so as to complement the core Griff ships.. Cmd. Cheyd has already indicated that he'd be honoured to have it so used, if the community agreed..
Wouldn't this break the great Buoy Repair OXP?


Top
   
PostPosted: Fri Jan 10, 2014 5:32 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2469
Location: Finland
Quote:
Quote:
Quote:
I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.
See also my suggestion that the DHI Navigation Buoy be adopted as the default buoy in 1.79, so as to complement the core Griff ships.. Cmd. Cheyd has already indicated that he'd be honoured to have it so used, if the community agreed..
Wouldn't this break the great Buoy Repair OXP?
Well, if you take out the scripting and special ai, then it's only a model. I'm all for including it into the core, but for it to arrive into the stable build will take quite a while. Meanwhile a true replacement version would suffice. _If_ someone wants to test, then rename shipdata-overrides.plist, backup shipdata.plist and replace shipdata.plist with this one: https://app.box.com/s/8y870smgeg9np5ax5iva. This shipdata is edited from core game's shipdata by replacing and adding parts from this oxp's shipdata. Note that it is for testing only, Cmd. Cheyd uses a very strict licence :wink: .


Top
   
PostPosted: Sat Jan 11, 2014 12:35 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Mon Apr 06, 2009 12:20 pm
Posts: 6241
Location: Aboard the Pitviper S.E. "Blackwidow"
Quote:
Quote:
Wouldn't this break the great Buoy Repair OXP?
Well, if you take out the scripting and special ai, then it's only a model.
I had a feeling that would be the case.. good to have it confirmed that it wouldn't break Buoy Repair, though.
Quote:
Note that it is for testing only, Cmd. Cheyd uses a very strict licence :wink: .
And he's also offered to relax/alter the licence for the Nav Buoy if it were to be adopted into core.. :D

_________________
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied


Top
   
PostPosted: Sat Jun 24, 2017 10:11 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Mon May 20, 2013 9:53 pm
Posts: 2424
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Quote:
Image
Quote:
It's strange this OXP isn't in the manager, the license could allow it.
Not exactly - see in the above posts.

Cheyd told once that he want to track the number of downloads so currently you must get it from the official and nice Nav Buoy homepage.

_________________
OXPs by Norby


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 35 posts ]  Go to page Previous 1 2 3 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 13 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
cron
Powered by phpBB® Forum Software © phpBB Limited